Today I looked to the MLP again and for the XML files (for terrain details) I found the tag
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<MaterialDefault BaseTexture="..." DetailTexture="..." BaseUProj="..." BaseVProj="..." DetailUProj="..." DetailVProj="..." ... />
Maybe by this tag a "common" texture can be loaded (1 picture stretched to the whole terrain), when I apply the right UV params?
Bug report:
5 different
terrainxxx.xml files contains a reference to the BaseTexture file
splatting_default.png, but nowhere in the MLP downloads is this file.
Either Myrddin forgot to include it, or instead the png file, the
splatting_default.dds file should be used. In the second case the xml files should be updated.
This is a task for a further release ... I hope this isn't a dead project (because of the rare time of Myrddin and the upcoming new Terrain Scene Manager by Sinbad).
What do you think about the future of this project?
Is there an interest to update it to Ogre 1.7?
Interesting would be a comparism between MLP and the new official Terrain Scene Manager.
E.g. Common features, advantages/missing features of each one.
Paging in the new TSM is currently slow (as I read). Maybe the MLP is faster for paging?
And I have an
other question.
Interaction between the application and MLP is done by Get/Get commands. For example this:
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sceneMgr.SetOption("ATMLightSunMoonTheta", value.ValueDegrees)
For me this is looking a little bit circumstantial. Better would be object orientated interaction.
Advantages:
* Immediately you see the right value type (e.g. String or Vector3)
* By intellisense (autocomplete) you quickly see which "commands" are available
* The many methods/properties could be added to a hierarchical structure for a better overview
(e.g. add "commands" like
LightingBloomFactor to the subsection
Lightning and call it by
Smgr.Lightning.BloomFactor)
* A quickhelp would be available when typing/hovering a method/property (e.g. in case of C# by usage of XML comments)
* The user doesn't need to look to the manual for each detail
* The chance of mistyping is reduced (for params or value types)
So why Myrddin used the Get/Set way for interaction?
(e.g. Ogre restrictions)
Isn't it possible to integrate the scene manager by a smarter way?